BEYOND LIMITS: RESHAPING INCLUSIVITY IN TECH AND GAMING

Three pioneering cases have emerged in the dynamic landscape of technology and gaming, each unveiling unique solutions designed to break barriers and empower inclusivity.

 

In a world where equity is pivotal, these initiatives not only redefine accessibility but also resonate profoundly, heralding a future where everyone can participate and thrive in the digital realm.

 

Enhancing individuals’ well-being and inclusion isn’t solely an act of social responsibility—it aligns with business interests by fostering customer satisfaction, market expansion, innovation, and a more diverse and inclusive corporate culture. 

 

Case 1
PROJECT CONVEY (US)

Cox Communications: cable provider creates video chat system that helps individuals with autism interpret emotions

Brief Description

Research has shown that individuals on the autistic spectrum find emojis easier to understand than facial expressions. The system captures the emotions of video call participants by using pitch analysis, speech-to-text, and facial expression interpretation. It converts them into a single emoji, helping autistic people communicate and interpret emotions.

Why is it significant?

According to the Centers for Disease Control and Prevention (CDC), 1 in 36 children in the US have an identified autism spectrum disorder. Research conducted by Ghent University found that adults with autism found the back-and-forth flow of video calls difficult during the pandemic and that many experienced anxieties about digital communication.

 

Cox’s commitment to creating technology that caters to individuals on the autistic spectrum demonstrates a commitment to inclusivity and accessibility, as well as empathy and understanding toward diverse user needs. This feature not only benefits individuals on the autistic spectrum but also promotes societal awareness and acceptance of neurodiversity.

 

This could strengthen the brand’s perception as a forward-thinking company that uses technology for meaningful and impactful purposes. Cox can be seen as a brand that goes beyond profits, focusing on improving society.

Case 2
E-NTERPRETERS (PERU)

Pilsen Callao: instant translation of game chats for players with hearing disabilities

Brief Description

Deaf individuals should have the right to accessibility in all activities, including videos and online gaming.

 

Pilsen Callao, positioned as “the beer of friendship,” has developed technology to convert spoken word to sign language in real-time to aid deaf and hard-of-hearing players in communication during matches.

 

The AI detects each player’s voice and separates them into channels, allowing the user to identify each speaker.

 

Other brands on platforms like YouTube, Twitch, and the Metaverse also made the technology available, demonstrating a commitment to spreading accessibility solutions across the gaming and online content creation landscape.

Why is it significant?

There are over 300 million deaf gamers worldwide. Many games have chat functions for players to communicate while playing, but not all games allow this pause.

 

Players with hearing disabilities have difficulty communicating with their teammates because audio channels are often preferred over messaging during live matches. This preference for spoken communication over messaging arises due to the faster speaking pace (live gameplay demands agility and focused attention).

 

Developing a solution that benefits deaf and hard-of-hearing gamers supports an underserved community while benefiting business interests, including market differentiation, brand image enhancement, and the potential for increased engagement and customer loyalty within the gaming community.

Case 3
THE GAMING CAP (BRAZIL)

Dell: technology helps hearing impaired people to feel the gaming sound

Brief Description

In partnership with Alienware, Dell Technologies launched The Gaming Cap, the first-of-its-kind technology that allows hearing-impaired people to feel the gaming sounds they can’t hear. With this wearable tech, hearing disabilities no longer detract from the gaming experience. This branded innovation connects a community of over 300 million players with Dell hardware and the entire gaming world. The device is compatible with all gaming platforms and major video game franchises.


The Gaming Cap was created FOR hearing-impaired people and BY hearing-impaired people. Throughout the development process, The Gaming Cap consulted accessibility and inclusion specialists, like ABLE GAMERS (gaming accessibility) and AME (inclusion of people with disabilities).

Why is it significant?

In the realm of gaming, sound transcends mere background music. It is a pivotal multidimensional instrument, providing gamers crucial cues about their in-game surroundings and events. As a result, hearing-impaired gamers find themselves excluded from this immersive gameplay experience.


Dell Technologies likely developed this solution to align with its values of inclusivity, technological innovation, market expansion, and positive brand representation while addressing the specific needs of an underserved segment within the gaming community.

Key Takeaways:
our cut ABBOVE

We saw

Three remarkable cases of technological innovation that transcend the conventional boundaries of accessibility within the digital landscape.

 

Pioneering initiatives that unveil a new frontier of inclusivity, addressing the needs of often overlooked communities.

 

Unique tech solutions that empower individuals with disabilities, bridging the gap between traditional digital interfaces and the diverse requirements of users.

 

These initiatives reflect a shift toward a more empathetic and inclusive approach, challenging the norms in the technology and gaming industries.

We learned that

Inclusivity in technology and gaming isn’t just a noble pursuit.

 

It is a necessity and an opportunity for meaningful change.

 

There is a significant market for those solutions.


The staggering statistics—such as the 1 in 44 children in the US with autism spectrum disorders or the over 300 million deaf gamers worldwide—represent more than just a niche; they embody significant business potential.

 

Inclusive design serves societal needs and is good for brands and businesses: it fosters brand differentiation, expands market reach, and enhances engagement within and beyond these communities.

This encourages us

to rethink our approach to patient-centric solutions and try the lenses of creativity combined with technology, accessibility, and empathy.

 

to explore innovative ways to empower individuals with diverse needs, aligning our business interests with societal impact.

 

to embrace inclusivity as a core principle in our marketing efforts to enhance patient experiences and contribute to our brand’s perception as a socially responsible and forward-thinking entity.

Triggers for innovating

How can we redefine the meaning of “accessibility” in our pharmaceutical marketing strategy to embrace human diversity genuinely?


What role do empathy and understanding unique patient needs play in our marketing and innovation strategies?


How might we collaborate with technology experts and accessibility advocates to develop innovative, patient-focused solutions that bridge accessibility gaps in our pharmaceutical marketing strategies?


In what ways can technology serve as a vehicle to promote a more inclusive and equitable society within our efforts in the pharmaceutical industry?


How can we challenge biases and stigmas related to health and diversity while creating more inclusive and authentic marketing campaigns?


What if we reimagined our patient-centric approach by integrating technology to cater to diverse needs?


Can we leverage pitch analysis and facial recognition technology like Cox Communications to improve communication in patient-doctor interactions?


What if we explored wearable technology solutions, similar to Dell’s The Gaming Cap, to enhance the experiences of differently-abled patients in accessing healthcare information?

ABBOVE TEAM